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Premium member Presentation Transcript Overview: Overview Neil Trevett Senior VP Market Development, 3Dlabs President, Khronos Group Chairman OpenGL ES Working Group Rich Media Market Opportunity: Rich Media Market Opportunity Handhelds becoming capable of playing rich media New rich media features increase number of applications and users Khronos API standards enable media acceleration Without standards market growth is slowed 80’s Workstations 90’s PCs 00’s HandheldsIncreasing Cell Phone Functionality: Increasing Cell Phone Functionality Mobile media capabilities sell more handsets 2003 2004 2005 Nov’02: Nokia ships 50M imaging phones in ‘03 Dec’03: ALL NTT DoCoMo 3G phones have imaging ARC Market Analysis 2003-2008: Over 40 cellular operators worldwide have launched mobile video services, thanks to technology advances, color screens, cameras, advanced media processors and increased memory storage…. VisionGain Report: Wireless Gaming 2002-2007: Currently 5M wireless game users in Europe - by 2005 this number is set to grow to an astonishing 130M IDC Report: US Wireless Gaming Forecast Update 2003-2008: Gaming will soon cross the chasm from early adopters to mass-market and grow to 34.7% of the US’ 190M users in 2008, resulting in 65M games players. Hundreds of Millions of Wireless Gaming Users? What will they Play? High quality 2D and 3D Graphics is Key Imaging Video 3D GamingMedia APIs Enable Market Growth: Media APIs Enable Market Growth An API is an agreement between hardware and software worlds Enabling both - everyone wins (API = APPLICATION PROGRAMMING INTERFACE) ISVs see reduced variability across multiple platforms More software can reach market faster at a better level of functionality and quality Hardware vendors can accelerate a large body of software Adding value to their platform Software Developer Hardware Provider An industry-standard media API enables any software to run on any conformant hardwareCreating Open API Standards: Creating Open API Standards Open Membership Any company can join Funded by membership dues Open Standards Royalty-free Publicly available Cross Platform Including diverse handheld and embedded markets Industry Momentum Specifications, Conformance tests, Promotion and Education Khronos has a PROVEN reputation for the TIMELY creation of HIGH-QUALITY, ROYALTY-FREE standards Open Standard APIs for Embedded Rich Media Acceleration Khronos is NON-PROFIT. Our member’s business is selling PRODUCTS - NOT charging for a standard Khronos Membership: 70 Companies working together in harmony to create media acceleration APIs Khronos MembershipKhronos Media Acceleration APIs: Khronos Media Acceleration APIs 3D Small footprint 3D Acceleration Media Engines – CPUs, DSP, Hardware Accelerators etc. Media Libraries Video Codecs, Imaging and Sound libraries Etc. etc. Applications Media Frameworks E.g. OpenML, Symbian MDF, GStreamer, DirectShow, MMAPI 2D Vector Graphics Acceleration Low-level APIs to harness graphics hardware acceleration Media Framework to control and synchronize multiple media streams Graphics APIs Media framework interface and low-level primitives for media library operating systems and processor portability Khronos APIs work together to enable an extensive media processing capability Khronos Participation Model: Adopter Packages Khronos Participation Model Promoters Adopters Ratified Specifications Implementers Conformance Tests and evaluation tools Anyone can download specifications and SDKs and implement royalty-free products Conforming products can use logo Openly and publicly distributed – free of charge Board decides strategy - what APIs, budget, ratification of specifications. $15,000 annual membership dues SDKs Free libraries, utilities, examples. Licensed for commercial use Contributors Any member can join working groups to produce specifications. $3,500 annual membership dues A Working Group for each API standard Recent Khronos News: Recent Khronos News Khronos membership 70+ companies Including many leading companies here in Korea OpenGL ES 1.1 publicly released on schedule To enable a new wave of 3D hardware accelerated cell phones OpenML Open Source Program Full ML and MLdc source to be released on Source Forge this month OpenVG entering public review Details on www.khronos.org First OpenGL ES hardware accelerated cell phones beginning to ship Cell phone market is currently running at 500M handsets a year Within 3 years there will be more OpenGL ES machines than Direct3D machines The Vodafone V602SH - With full hardware OpenGL ES acceleration – in stores in Japan now The Nokia 6630 Symbian smartphone is now shipping and supports the OpenGL ES API P&C S3500 First GIGA Class 3 phone with OpenGL ES The Industry Standard for Embedded 3D Graphics: The Industry Standard for Embedded 3D Graphics Diverse Platforms Need 3D Graphics: Phones PDAs Hand-held Appliances Line-powered Appliances Consoles Diverse Platforms Need 3D Graphics Safety Critical Avionics Automotive Advanced Personal Computing Automotive console and heads-up displays Settop Boxes Entertainment solutions Life-critical displaysOpenGL ES API Standard: OpenGL ES API Standard Small-footprint subset of OpenGL Created with the blessing and cooperation of the OpenGL ARB Powerful, low-level API with full functionality for 3D games Available on all key platforms Royalty Free!! Eliminate Redundancy Eliminate Workstation Functionality ARB Feedback and Ratification Embedded Focus Workstation Focus Strong functionality in a small footprint e.g. 50KB software enginesDriving Needs for OpenGL ES: Driving Needs for OpenGL ES Cell phone industry is the first major adopter Enable games to easily run on multiple platforms High-quality processing per pixel for small screens Hardware acceleration saves 90% of power POWER CONTENT QUALITY PRICE Low-cost chips and cores Complete software implementation at less than 50KBOpenGL ES – Central to Mobile 3D: OpenGL ES – Central to Mobile 3D Cross platform, low-level graphics API standard C/C++ Applications Scenegraph APIs M3G (JSR 184) Middleware Libraries Games Engines Java Applications Hardware OpenGL ES Engines Software OpenGL ES Engines Operating Systems Low-level 3D Graphics API High-level Graphics Libraries Applications Brings advanced 2D/3D graphics to a wide range of platforms “Close to the metal” API provides portability AND flexibility Usable by higher abstraction libraries J2ME Usable directly by applicationsFixed and Float Profiles: Fixed and Float Profiles Support for high-volume devices systems with no floating point is key But need to prevent fragmentation between fixed and float applications Common-Lite profile replaces all floating point calls with fixed point Enabling applications to use just 16.16 integer math Common Profile is a proper superset of Common-Lite Has BOTH fixed and float versions of all entry points Common-Lite applications run without modification on Common Profile Common Profile Common-Lite Profile Full functionality – but just fixed point entry points to API for integer-only platforms Full functionality – with both float and fixed point entry points for code portability between profilesEGL – Increasing 3D Code Portability: EGL – Increasing 3D Code Portability Application Code 3D Hardware Acceleration Native Operating System But operating system calls access platform resources - memory, processor threads etc. makes code non-portable OpenGL ES provides portable, cross platform, abstracted access to the 3D pipeline EGL abstracts graphics-related system resource calls – such as accessing screen windows. Makes 3D-related code cross-platform portable. Similar to GLX/AGL/WGLOpenGL ES Adopters Package: OpenGL ES Adopters Package Enabling Evaluation, Implementation and Testing Evaluate the API: fully operational OpenGL ES library Includes full Gerbera™ executable for Windows from Hybrid Implementation Insights: open source sample implementation OpenGL ES layered over desktop OpenGL on Windows and Linux Testing Functionality: source to Conformance Tests Only Conformant products can use the OpenGL ES Trademark A peer-review formal process raises the testing bar relative to desktop OpenGL ISVs SHOULD DEMAND CONFORMANT PRODUCTS! LOOK FOR THE LOGO! Reliable, cross-platform graphics functionality! Reduces ISV porting and support costs across a wide diversity of platformsConformant OpenGL ES Products: Conformant OpenGL ES Products So far – many more in developmentOpenGL ES in Action: OpenGL ES in Action Java MIDP1.0 Nokia N-Gage MotoGP on Accelerated OpenGL ES Increased visual quality, visual effects, screen resolution and frame rate – for less mW!! Before OpenGL ESAPI Must Evolve at the Right Speed: API Must Evolve at the Right Speed 2004 2005 2006 OpenGL ES 1.0 3D running in software on CPU OpenGL ES 1.1 Enhanced 3D running on fixed-function hardware OpenGL ES 2.0 3D shaders running on programmable hardware – Fast enough to encourage and expose new capabilities Not too fast to prevent widespread adoption Previous API generations continue to be used and deployed on diverse range of devices. OpenGL ES 2.0 does NOT obsolete OpenGL ES 1.0 and 1.1 Shipping ProductsOpenGL ES and EGL 1.1: OpenGL ES and EGL 1.1 Enabling new-generation, hardware enabled handsets Delivered on schedule – enabling and encouraging industry progress Khronos committed to annual API update at Siggraph last year Backwards compatible with OpenGL ES 1.0 A superset of OpenGL ES 1.0 - Common and Common-Lite profiles maintained OpenGL ES 1.1 Conformance Tests in three months Formal peer review - sustaining API quality – vital for industry confidence and adoption OpenGL ES 1.1 Enhanced Effects Multi-texture Skinning Particle effects Enhanced Power Efficiency Buffer Objects Swap Interval Power Events www.khronos.org/opengles/spec.html Enhanced Flexibility Dynamic State Queries so layered software can use OpenGL ES. Not just games anymore! Enhanced JSR 184 Support Sprite and background handlingOpenGL ES Roadmap: OpenGL ES 2.0 OpenGL 2.0 OpenGL ES 1.1 OpenGL ES 1.0 OpenGL ES Roadmap Update OpenGL ES every year by default To expose rapidly developing handheld platforms capabilities BUT ONLY introduce features with proven demand from ISVs or IHVs Guarding against unnecessary bloat Track and adapt developments in desktop OpenGL OpenGL 1.3 OpenGL 1.5 Enabling software AND hardware implementations – including small-footprint, low-end fixed point platforms State-of-the-art shader programmability for embedded devices Widely available cross-platform 3D graphics API Full high-level shading language capability to harness the power of programmable hardware Mid-03 Mid-04 Mid-05 Increasing emphasis on enabling emerging fixed function 3D hardwareOpenGL ES Coding Challenge: OpenGL ES Coding Challenge The OpenGL ES Coding contest is now running! Sample code and applications for OpenGL ES games, demos and screensavers $100K in prizes!! A license of dPVS, Hybrid Graphics visibility determination library (value $75,000) Borland C++ BuilderX 1.5 Mobile Edition - courtesy of Nokia (value $8,000) Subscription to JPR TechWatch (value $2,500) 3Dlabs Wildcat Realizm board (value $1,500) And more! See http://www.khronos.org/devu/opengles_challenge/Accelerated Vector Graphics: Accelerated Vector Graphics Mobile 2D Vector Graphics: Mobile 2D Vector Graphics Vector graphics are already used everywhere Flash, SVG, PDF, Postscript, Vector fonts etc. etc. Will appear in new-generation applications soon Advanced browsers, advanced user interfaces, GPS, rich-media messaging Extremely high-quality - perfect for small-screens Sophisticated anti-aliasing and easy scalabilityOpenVG – Accelerating 2D Graphics: OpenVG – Accelerating 2D Graphics OpenVG is a a low-level API for 2D Bezier-based vector graphics With a focus on enabling hardware acceleration NOT a competitor to SVG, Flash, PDF and Postscript A complementary acceleration layer for that class of software Offload vector 2D graphics operation from the CPU for interactive performance Save power by running vector 2D graphics on hardware Hardware Acceleration for Vector Graphics Display high-quality 2D graphics and text on small-screen devices Provide SCALABLE 2D graphics for easy porting of content to different screen sizesFast Track Development: Fast Track Development Will be used in wide range of applications and vector-based libraries That need low-level vector graphics primitives Text packages, GPS, screen savers, HUDs on games, E-books… Specification aimed for release early 2005 Specification review in 2004, Conformance tests before mid-2005 Applications 2D Hardware Acceleration SVG/Flash/ Font Package etc..Media Library Portability: Media Library Portability Complete Media Library Portability: Diversity of silicon processors Diversity of operating systems Complete Media Library Portability Media Engines CPUs, DSP, Hardware Accelerators etc. DL – “Development Level” Media Primitives – provide portability of silicon acceleration MPEG4 H.264 MP3 AMR OpenMAX IL Portability Across Operating Systems Abstracted interfaces for media libraries into OS media frameworks OpenMAX DL Portability Across Processors Hotspot primitives to enable easy porting across hardware architectures More Media Libraries IL – “Integration Level” Media Primitives – provide portability to different operating systems Application Operating System Media Framework Wide range of video codecs, image and sound libraries etc.OpenMAX – Media Primitives: Combinatorial Problem OpenMAX – Media Primitives Combinatorial problem of hardware and software Media libraries are typically LATE to market and POORLY optimized OpenMAX defines standard collections of media “hotspot” primitives To be implemented on multiple processors, platforms and architectures Enables rapid PORTING and OPTIMIZATION of multimedia libraries Video, audio, graphics, imaging etc. A wide range of media acceleration silicon using many diverse architectures Optimized OpenMAX libraries supplied by silicon vendors for rapid porting of libraries across multiple accelerators An increasing number of multimedia API libraries for video, audio, graphics and imagesOpenMAX Working Group: OpenMAX Working Group Specification will be open and royalty-free Using Khronos reciprocal licensing IP model Creating complete set of deliverables Specifications, implementations, conformance tests Available on wide variety of architectures and operating systems To enable true media library portability Encourage wide industry support and adoption Khronos strongly committed to promote this important new standard 2Q04 3Q04 4Q04 1Q05 2Q05 OpenMAX Working group established. Public announcement to invite industry participation 1st OpenMAX face-to-face meeting Draft OpenMAX 1.0 specification completed Ratify and publicly release OpenMAX 1.0 Initial implementations availableFurther Resources : Further Resources www.khronos.org All presentations posted there Public Forums Get involved in the Khronos community Specification Reviews Sign-up for mailing list alerts for API draft reviews DevU courses around the world Free full day educational courses Details on www.khronos.org/devu/index.html We welcome enquiries from companies interested to join Khronos Any Questions?: Any Questions? You do not have the permission to view this presentation. In order to view it, please contact the author of the presentation.
Khronos Overview Dec04 Raimondo Download Post to : URL : Related Presentations : Share Add to Flag Embed Email Send to Blogs and Networks Add to Channel Uploaded from authorPOINTLite Insert YouTube videos in PowerPont slides with aS Desktop Copy embed code: (To copy code, click on the text box) Embed: URL: Thumbnail: WordPress Embed Customize Embed The presentation is successfully added In Your Favorites. Views: 205 Category: Education License: All Rights Reserved Like it (0) Dislike it (0) Added: January 31, 2008 This Presentation is Public Favorites: 0 Presentation Description No description available. Comments Posting comment... Premium member Presentation Transcript Overview: Overview Neil Trevett Senior VP Market Development, 3Dlabs President, Khronos Group Chairman OpenGL ES Working Group Rich Media Market Opportunity: Rich Media Market Opportunity Handhelds becoming capable of playing rich media New rich media features increase number of applications and users Khronos API standards enable media acceleration Without standards market growth is slowed 80’s Workstations 90’s PCs 00’s HandheldsIncreasing Cell Phone Functionality: Increasing Cell Phone Functionality Mobile media capabilities sell more handsets 2003 2004 2005 Nov’02: Nokia ships 50M imaging phones in ‘03 Dec’03: ALL NTT DoCoMo 3G phones have imaging ARC Market Analysis 2003-2008: Over 40 cellular operators worldwide have launched mobile video services, thanks to technology advances, color screens, cameras, advanced media processors and increased memory storage…. VisionGain Report: Wireless Gaming 2002-2007: Currently 5M wireless game users in Europe - by 2005 this number is set to grow to an astonishing 130M IDC Report: US Wireless Gaming Forecast Update 2003-2008: Gaming will soon cross the chasm from early adopters to mass-market and grow to 34.7% of the US’ 190M users in 2008, resulting in 65M games players. Hundreds of Millions of Wireless Gaming Users? What will they Play? High quality 2D and 3D Graphics is Key Imaging Video 3D GamingMedia APIs Enable Market Growth: Media APIs Enable Market Growth An API is an agreement between hardware and software worlds Enabling both - everyone wins (API = APPLICATION PROGRAMMING INTERFACE) ISVs see reduced variability across multiple platforms More software can reach market faster at a better level of functionality and quality Hardware vendors can accelerate a large body of software Adding value to their platform Software Developer Hardware Provider An industry-standard media API enables any software to run on any conformant hardwareCreating Open API Standards: Creating Open API Standards Open Membership Any company can join Funded by membership dues Open Standards Royalty-free Publicly available Cross Platform Including diverse handheld and embedded markets Industry Momentum Specifications, Conformance tests, Promotion and Education Khronos has a PROVEN reputation for the TIMELY creation of HIGH-QUALITY, ROYALTY-FREE standards Open Standard APIs for Embedded Rich Media Acceleration Khronos is NON-PROFIT. Our member’s business is selling PRODUCTS - NOT charging for a standard Khronos Membership: 70 Companies working together in harmony to create media acceleration APIs Khronos MembershipKhronos Media Acceleration APIs: Khronos Media Acceleration APIs 3D Small footprint 3D Acceleration Media Engines – CPUs, DSP, Hardware Accelerators etc. Media Libraries Video Codecs, Imaging and Sound libraries Etc. etc. Applications Media Frameworks E.g. OpenML, Symbian MDF, GStreamer, DirectShow, MMAPI 2D Vector Graphics Acceleration Low-level APIs to harness graphics hardware acceleration Media Framework to control and synchronize multiple media streams Graphics APIs Media framework interface and low-level primitives for media library operating systems and processor portability Khronos APIs work together to enable an extensive media processing capability Khronos Participation Model: Adopter Packages Khronos Participation Model Promoters Adopters Ratified Specifications Implementers Conformance Tests and evaluation tools Anyone can download specifications and SDKs and implement royalty-free products Conforming products can use logo Openly and publicly distributed – free of charge Board decides strategy - what APIs, budget, ratification of specifications. $15,000 annual membership dues SDKs Free libraries, utilities, examples. Licensed for commercial use Contributors Any member can join working groups to produce specifications. $3,500 annual membership dues A Working Group for each API standard Recent Khronos News: Recent Khronos News Khronos membership 70+ companies Including many leading companies here in Korea OpenGL ES 1.1 publicly released on schedule To enable a new wave of 3D hardware accelerated cell phones OpenML Open Source Program Full ML and MLdc source to be released on Source Forge this month OpenVG entering public review Details on www.khronos.org First OpenGL ES hardware accelerated cell phones beginning to ship Cell phone market is currently running at 500M handsets a year Within 3 years there will be more OpenGL ES machines than Direct3D machines The Vodafone V602SH - With full hardware OpenGL ES acceleration – in stores in Japan now The Nokia 6630 Symbian smartphone is now shipping and supports the OpenGL ES API P&C S3500 First GIGA Class 3 phone with OpenGL ES The Industry Standard for Embedded 3D Graphics: The Industry Standard for Embedded 3D Graphics Diverse Platforms Need 3D Graphics: Phones PDAs Hand-held Appliances Line-powered Appliances Consoles Diverse Platforms Need 3D Graphics Safety Critical Avionics Automotive Advanced Personal Computing Automotive console and heads-up displays Settop Boxes Entertainment solutions Life-critical displaysOpenGL ES API Standard: OpenGL ES API Standard Small-footprint subset of OpenGL Created with the blessing and cooperation of the OpenGL ARB Powerful, low-level API with full functionality for 3D games Available on all key platforms Royalty Free!! Eliminate Redundancy Eliminate Workstation Functionality ARB Feedback and Ratification Embedded Focus Workstation Focus Strong functionality in a small footprint e.g. 50KB software enginesDriving Needs for OpenGL ES: Driving Needs for OpenGL ES Cell phone industry is the first major adopter Enable games to easily run on multiple platforms High-quality processing per pixel for small screens Hardware acceleration saves 90% of power POWER CONTENT QUALITY PRICE Low-cost chips and cores Complete software implementation at less than 50KBOpenGL ES – Central to Mobile 3D: OpenGL ES – Central to Mobile 3D Cross platform, low-level graphics API standard C/C++ Applications Scenegraph APIs M3G (JSR 184) Middleware Libraries Games Engines Java Applications Hardware OpenGL ES Engines Software OpenGL ES Engines Operating Systems Low-level 3D Graphics API High-level Graphics Libraries Applications Brings advanced 2D/3D graphics to a wide range of platforms “Close to the metal” API provides portability AND flexibility Usable by higher abstraction libraries J2ME Usable directly by applicationsFixed and Float Profiles: Fixed and Float Profiles Support for high-volume devices systems with no floating point is key But need to prevent fragmentation between fixed and float applications Common-Lite profile replaces all floating point calls with fixed point Enabling applications to use just 16.16 integer math Common Profile is a proper superset of Common-Lite Has BOTH fixed and float versions of all entry points Common-Lite applications run without modification on Common Profile Common Profile Common-Lite Profile Full functionality – but just fixed point entry points to API for integer-only platforms Full functionality – with both float and fixed point entry points for code portability between profilesEGL – Increasing 3D Code Portability: EGL – Increasing 3D Code Portability Application Code 3D Hardware Acceleration Native Operating System But operating system calls access platform resources - memory, processor threads etc. makes code non-portable OpenGL ES provides portable, cross platform, abstracted access to the 3D pipeline EGL abstracts graphics-related system resource calls – such as accessing screen windows. Makes 3D-related code cross-platform portable. Similar to GLX/AGL/WGLOpenGL ES Adopters Package: OpenGL ES Adopters Package Enabling Evaluation, Implementation and Testing Evaluate the API: fully operational OpenGL ES library Includes full Gerbera™ executable for Windows from Hybrid Implementation Insights: open source sample implementation OpenGL ES layered over desktop OpenGL on Windows and Linux Testing Functionality: source to Conformance Tests Only Conformant products can use the OpenGL ES Trademark A peer-review formal process raises the testing bar relative to desktop OpenGL ISVs SHOULD DEMAND CONFORMANT PRODUCTS! LOOK FOR THE LOGO! Reliable, cross-platform graphics functionality! Reduces ISV porting and support costs across a wide diversity of platformsConformant OpenGL ES Products: Conformant OpenGL ES Products So far – many more in developmentOpenGL ES in Action: OpenGL ES in Action Java MIDP1.0 Nokia N-Gage MotoGP on Accelerated OpenGL ES Increased visual quality, visual effects, screen resolution and frame rate – for less mW!! Before OpenGL ESAPI Must Evolve at the Right Speed: API Must Evolve at the Right Speed 2004 2005 2006 OpenGL ES 1.0 3D running in software on CPU OpenGL ES 1.1 Enhanced 3D running on fixed-function hardware OpenGL ES 2.0 3D shaders running on programmable hardware – Fast enough to encourage and expose new capabilities Not too fast to prevent widespread adoption Previous API generations continue to be used and deployed on diverse range of devices. OpenGL ES 2.0 does NOT obsolete OpenGL ES 1.0 and 1.1 Shipping ProductsOpenGL ES and EGL 1.1: OpenGL ES and EGL 1.1 Enabling new-generation, hardware enabled handsets Delivered on schedule – enabling and encouraging industry progress Khronos committed to annual API update at Siggraph last year Backwards compatible with OpenGL ES 1.0 A superset of OpenGL ES 1.0 - Common and Common-Lite profiles maintained OpenGL ES 1.1 Conformance Tests in three months Formal peer review - sustaining API quality – vital for industry confidence and adoption OpenGL ES 1.1 Enhanced Effects Multi-texture Skinning Particle effects Enhanced Power Efficiency Buffer Objects Swap Interval Power Events www.khronos.org/opengles/spec.html Enhanced Flexibility Dynamic State Queries so layered software can use OpenGL ES. Not just games anymore! Enhanced JSR 184 Support Sprite and background handlingOpenGL ES Roadmap: OpenGL ES 2.0 OpenGL 2.0 OpenGL ES 1.1 OpenGL ES 1.0 OpenGL ES Roadmap Update OpenGL ES every year by default To expose rapidly developing handheld platforms capabilities BUT ONLY introduce features with proven demand from ISVs or IHVs Guarding against unnecessary bloat Track and adapt developments in desktop OpenGL OpenGL 1.3 OpenGL 1.5 Enabling software AND hardware implementations – including small-footprint, low-end fixed point platforms State-of-the-art shader programmability for embedded devices Widely available cross-platform 3D graphics API Full high-level shading language capability to harness the power of programmable hardware Mid-03 Mid-04 Mid-05 Increasing emphasis on enabling emerging fixed function 3D hardwareOpenGL ES Coding Challenge: OpenGL ES Coding Challenge The OpenGL ES Coding contest is now running! Sample code and applications for OpenGL ES games, demos and screensavers $100K in prizes!! A license of dPVS, Hybrid Graphics visibility determination library (value $75,000) Borland C++ BuilderX 1.5 Mobile Edition - courtesy of Nokia (value $8,000) Subscription to JPR TechWatch (value $2,500) 3Dlabs Wildcat Realizm board (value $1,500) And more! See http://www.khronos.org/devu/opengles_challenge/Accelerated Vector Graphics: Accelerated Vector Graphics Mobile 2D Vector Graphics: Mobile 2D Vector Graphics Vector graphics are already used everywhere Flash, SVG, PDF, Postscript, Vector fonts etc. etc. Will appear in new-generation applications soon Advanced browsers, advanced user interfaces, GPS, rich-media messaging Extremely high-quality - perfect for small-screens Sophisticated anti-aliasing and easy scalabilityOpenVG – Accelerating 2D Graphics: OpenVG – Accelerating 2D Graphics OpenVG is a a low-level API for 2D Bezier-based vector graphics With a focus on enabling hardware acceleration NOT a competitor to SVG, Flash, PDF and Postscript A complementary acceleration layer for that class of software Offload vector 2D graphics operation from the CPU for interactive performance Save power by running vector 2D graphics on hardware Hardware Acceleration for Vector Graphics Display high-quality 2D graphics and text on small-screen devices Provide SCALABLE 2D graphics for easy porting of content to different screen sizesFast Track Development: Fast Track Development Will be used in wide range of applications and vector-based libraries That need low-level vector graphics primitives Text packages, GPS, screen savers, HUDs on games, E-books… Specification aimed for release early 2005 Specification review in 2004, Conformance tests before mid-2005 Applications 2D Hardware Acceleration SVG/Flash/ Font Package etc..Media Library Portability: Media Library Portability Complete Media Library Portability: Diversity of silicon processors Diversity of operating systems Complete Media Library Portability Media Engines CPUs, DSP, Hardware Accelerators etc. DL – “Development Level” Media Primitives – provide portability of silicon acceleration MPEG4 H.264 MP3 AMR OpenMAX IL Portability Across Operating Systems Abstracted interfaces for media libraries into OS media frameworks OpenMAX DL Portability Across Processors Hotspot primitives to enable easy porting across hardware architectures More Media Libraries IL – “Integration Level” Media Primitives – provide portability to different operating systems Application Operating System Media Framework Wide range of video codecs, image and sound libraries etc.OpenMAX – Media Primitives: Combinatorial Problem OpenMAX – Media Primitives Combinatorial problem of hardware and software Media libraries are typically LATE to market and POORLY optimized OpenMAX defines standard collections of media “hotspot” primitives To be implemented on multiple processors, platforms and architectures Enables rapid PORTING and OPTIMIZATION of multimedia libraries Video, audio, graphics, imaging etc. A wide range of media acceleration silicon using many diverse architectures Optimized OpenMAX libraries supplied by silicon vendors for rapid porting of libraries across multiple accelerators An increasing number of multimedia API libraries for video, audio, graphics and imagesOpenMAX Working Group: OpenMAX Working Group Specification will be open and royalty-free Using Khronos reciprocal licensing IP model Creating complete set of deliverables Specifications, implementations, conformance tests Available on wide variety of architectures and operating systems To enable true media library portability Encourage wide industry support and adoption Khronos strongly committed to promote this important new standard 2Q04 3Q04 4Q04 1Q05 2Q05 OpenMAX Working group established. Public announcement to invite industry participation 1st OpenMAX face-to-face meeting Draft OpenMAX 1.0 specification completed Ratify and publicly release OpenMAX 1.0 Initial implementations availableFurther Resources : Further Resources www.khronos.org All presentations posted there Public Forums Get involved in the Khronos community Specification Reviews Sign-up for mailing list alerts for API draft reviews DevU courses around the world Free full day educational courses Details on www.khronos.org/devu/index.html We welcome enquiries from companies interested to join Khronos Any Questions?: Any Questions?